[PFS_CORE_Aerondor] 00-16 To Scale the Dragon (Inactive)

Game Master Aerondor

Map

Dog Sledding:

There is one person in charge (the musher), who uses handle animal skill to control the sled. Each sled can also carry one other passenger.

Mushers have three actions they can perform.
Mush
Mush speeds up the sled as a move action. Handle Animal DC 12 increases the speed by +1 increment.

Break
Break slows the sled down as a move action. Handle Animal DC 12 decreases the speed by –1 increment. As a fullround action, the musher can also attempt a full stop with a successful DC 20 Handle Animal check. The sled still moves its maximum distance for that round, however at the end of the round the sled’s movement is 0.

Maneuver
Turn
Turn allows a musher to alter the direction of the sled within about 60 degrees to either side of the direction it is traveling. The Handle Animal skill check DC is 10 + 1 per every 5 degrees turned. Sleds moving faster than 5 increments risk tipping over. If a driver attempting a high-speed-turn fails the Handle Animal check by more than 10, the dogs maneuver erratically, causing the sled to tip over.

Slam
An attacker whose sled is parallel to his target can drive his sled into his opponent’s as a slam attack. A DC 18 Strength check in order to muscle the sled into a quick, violent turn that deals 2d6 damage to the sled and knocks it off course, changing its direction by 30 degrees. The musher of the targeted sled must then make a Handle Animal check (DC 10 + damage to regain control of his sled) or he loses his next action. If a slam attack deals more than 10 points of damage, the targeted sled flips

Grapple
Following a successful slam attack, riders within either sled can attempt to grapple the opponent’s sled, or individuals on the sled. This requires a melee touch attack, either against the sled (AC 8) or an individual within reach. All individuals in a moving sled are considered flat-footed. At the start of the next round, grappled sleds make opposed Handle Animal checks to see who controls the movement of both sleds. Individuals on either sled then attack as determined by initiative. They can attempt any partial combat maneuver they so desire (including a move action to climb into the other sled), provided they first make a successful DC 14 acrobatics
check. Anyone failing the check is thrown from the sled.

Regardless, the musher must remain at the reigns of the sled or the sled goes out of control, traveling in the direction it was before the loss of the musher for 1d4 rounds before tipping over and crashing.

Executing the Break maneuver during a grapple always causes one of the grappled sleds to flip, 50% chance for either


init:

[dice=Lady Teldra]1d20+2[/dice]
[dice=Jo]1d20+1[/dice]
[dice=Zora]1d20+6[/dice]
[dice=Numair]1d20+6[/dice]
[dice=Maiden]1d20+5[/dice]
[dice=Vetis]1d20+7[/dice]
[dice=baddies]1d20+0[/dice]

Chronicles


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The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"My apologies." The Maiden draws her bow and loosens one arrow at the beast threatening Lady Teldra.

Composite Longbow +1: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Crit Confirm: 1d20 + 8 ⇒ (1) + 8 = 9

Her aim is on point, but she can't bring herself to hit a critical part. My home was invaded by foolish adventurers multiple times. Here I am, on the other side.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Seeing that the creatures seem unreceptive to words, Vetis with a long sigh begins casting a spell. A crackling noise begins growing from above, as a bolt of lightning strikes down and pierces through the beastman menacing Jo.

Casting Call Lightning, with the first targeting the Magenta enemy. DC 18 Reflex will halve this.
Electricity damage: 3d6 ⇒ (3, 3, 2) = 8

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora loads her sling, shaking her head as it has once again come to this.

Ranged Attack, fatigued: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
Damage: 1d6 ⇒ 6

Lantern Lodge

Silent tide map

rolls:

ref-FS: 1d20 ⇒ 4
ref-CL: 1d20 ⇒ 4

The flaming sphere burns the pink furred creature horrible. The Maiden's arrow then slams into it too. A bolt of lightning joins the assault!

Zora tries to also help but her arrow is lost to the mist.

Status: Everyone is fatigued. Bold may post
*Lady Teldra - 7 damage; Two Fort DC 13 saves or be sickened.

Creatures
pink 15 damage (sitting on a flaming sphere)
black
blue
green
*Numair
Jo - 1 damage , shield of faith, sickened.
*Zora
*Vetis - call lightning active, 1 used.
Maiden

@maiden remember firing though your allies gives you a -4 penalty even with precise shot.

@all Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

fort: 1d20 + 6 ⇒ (3) + 6 = 9
fort: 1d20 + 6 ⇒ (20) + 6 = 26
"You dare to vile me with your touch"
Lady Teldra takes a 5 foot step west and casts firebolt at the black creature
ranged touch: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 fire: 1d6 + 4 ⇒ (6) + 4 = 10

Lantern Lodge

Silent tide map

Unfortunately Lady Teldra's bolt flies wide of the mark.

The blue furred creature charges at the Copper maiden but she steps aside.

The badly wounded pink one steps away from the burning ball of fire and goes wild on Jo, one slam manages to get through her impressive defences. The green furred one also charges in on the heavily armoured Jo, also getting in a lucky blow.

Lastly the one with blue fur continues to harass the fiery Lady Taldra. It slams into her with the force of a hurricane, badly wounding her.

rolls:

attack Maiden: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
attacks on Jo @+6: 3d20 ⇒ (10, 20, 18) = 48
confirm: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d4 + 3 ⇒ (1) + 3 = 4
attack Jo: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Crit Jo?: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
damage: 1d4 + 3 ⇒ (2) + 3 = 5
attacks on Lady T @+6: 3d20 ⇒ (20, 3, 19) = 42
Crit LT: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
damage: 2d4 + 6 + 1d4 + 1 ⇒ (2, 3) + 6 + (1) + 1 = 13

Status: Everyone is fatigued. Bold may post
*Numair (FS 1 round used)
Jo - 10 damage , shield of faith, sickened (9)
*Zora
*Vetis - call lightning active, 1 used.
Maiden (fort save DC 13 required)
*Lady Teldra - 20 damage; sickened (9)

Creatures
pink 15 damage
black
blue
green

@all Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Fort Save: 1d20 + 9 ⇒ (7) + 9 = 16

Charis watches the creature as it rushes at her. She ducks to the side and lets it pass. It roars at her, and she does nothing more than raise an eyebrow. "My, what strong breath you have!"

She takes a 5 foot step back and loosens two arrows at the beast.
Composite Longbow +1, Point Blank Shot, Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (8) + 8 - 2 + 1 = 15
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Composite Longbow +1, Point Blank Shot, Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (5) + 8 - 2 + 1 = 12
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair calmly directs his sphere onto a different creature (Black).

Flaming Sphere: 3d6 ⇒ (5, 1, 6) = 12 Fire damage. DC 20 Reflex negates.

Sovereign Court

"Take down the one attacking Charis, first!" Jo shouts to her companions, "Once you do, I'll back away to give you a clear shot, then move back in to keep them occupied."

Next round (and again if it works), I will move out of melee and ready an action to move back in. That will allow those of you without precise shot to fire safely if you delay until after my first movement each round.

Actions:
Standard Total Defense

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Milady! Are you all right? Vetis says, wincing at the Black one's deep blow. Still he defers to Jo's tactics The Gorumite knows battle far better than I; she lives for it and directs a second bolt at the Blue beastman menacing Charis.

Electricity damage: 3d6 ⇒ (4, 2, 6) = 12 Ref 18 for half
If Charis' own arrows happened to knock it down, instead Vetis would have targeted Black

Lantern Lodge

Silent tide map

ref: 1d20 ⇒ 3
ref2: 1d20 ⇒ 16

Charis remains calm, steps back and fires. If the creature had not just charged her the arrow would surely have been dodged, but it is off balance and he can't quite avoid it.

Numair then moves his sphere on top of the creature with black fur and the creature cries out in pain!.

Vetis meanwhile heeds the call to help Charis and sends another bolt of lightning down on the creature near her. It has seen the previous attack and manages to sidestep the worst of this one.

Status: Everyone is fatigued. Bold may post
*Lady Teldra - 20 damage; sickened (9)
*Zora

Creatures
pink 15 damage
black 18 damage
blue 15 damage
green
*Numair (FS 2 round used)
Jo - 10 damage , shield of faith, sickened (8) Full defense
*Vetis - call lightning active, 2 used.
Maiden(Charis)

@all Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"I am mistress of the flame feel my wrath!"
5 foot step back and cast firebolt at black
firebolt: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 fire: 1d6 + 4 ⇒ (5) + 4 = 9

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Aid Lady Teldra; I am quite prepared for this one." The Maiden's stance changes ever so slightly.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora moves around to magenta, and makes a short stab at it.

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

+1 Adamantine Short Sword, flanking: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10

Lantern Lodge

Silent tide map

Once again Lady Teldra's bolt of fire flies wide of the target. The same can't be said for Ms Zora's shortsword which drops the pink furred creature in a mess of blood and entrails.

The black and blue creatures close once again on Lady Teldra and Charis, while the green one continues its all but hopeless assault on Jo.

Lady Teldra, facing what appears to be the most skilled one takes another nasty wound. It howls its pleasure as her blood flows crimson over the snow.

rolls:

attacks on Teldra: 3d20 ⇒ (8, 20, 3) = 31
attacks on Charis: 3d20 ⇒ (6, 10, 3) = 19
attacks on Jo: 3d20 ⇒ (4, 7, 2) = 13
confirm crit on Teldra: 1d20 + 6 ⇒ (14) + 6 = 20
damage, Teldra: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Status: Everyone is fatigued. Bold may post
*Numair (FS 2 round used)
Jo - 10 damage , shield of faith, sickened (8) Full defense
*Vetis - call lightning active, 2 used.
Maiden(Charis) (saved vs black)
*Lady Teldra - 34 damage; sickened (8)
*Zora

Creatures
black 18 damage
blue 15 damage
green

@all Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Seeing that the injured beasts seem to be heavily injured, Numair conjures a brace of force missiles, which he fires into the two remaining injured beasts...

Magic Missile(Black): 1d4 + 1 ⇒ (4) + 1 = 5 Force damage.
Magic Missile(Blue): 2d4 + 2 ⇒ (3, 3) + 2 = 8 Force damage.

He then rolls his Flaming Sphere over whatever is left.

Flaming Sphere: 3d6 ⇒ (2, 3, 2) = 7 Fire damage, DC 20 Reflex negates.

Going for an injured one, if one survives the missiles; if not, going for Green.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora circles wide around green to get into a better position, and lets her blade sing again.

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

+1 Adamantine Short Sword, flanking: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Damage: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8

"Oh, the foul stench of these creatures remind me of those troglodytes we dealt with in the Emerald Spire!"

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"Ahhhhhh I've been hit"
Lady Teldra withdraws and takes out her wand of cure moderate wounds.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Those poor troglodytes..." The Maiden shakes her head. Would they ever forgive me for ruining their hospitality? She ponders a moment as the beast snarls at her.

She takes a five foot step towards Lady Teldra. Still holding onto the bow, the Maiden quickly launches a vicious headbutt at the monster, hoping to stun it. She then follows up with a snap kick to the head.

Flurry of Blows. First attack is a stunning fist attempt. Spending an extra point of ki for another attack. All damage is nonlethal.

Flurry 1: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Flurry 2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Her headbutt missing, her foot closes in on the beast. She finishes up with a shoulder bash.

Ki Flurry: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Sovereign Court

Jo takes a huge backswing and then sweeps her sword in a high arc, forcing the creature to duck down into Zora's next attack.

Actions:
Standard Aid Another (attack)

Rolls:
Bastard Sword: 1d20 ⇒ 11

@Zora: +2 to your next/last attack vs. green, depending on the order Aerondor resolves actions in.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis steps back, putting himself between Teldra and the attackers. Rest, heal. Fortune is not with you today. he saysas he calls down a third lightning bolt into the fray.

Unsure if any would have dropped. Priority's assuming all are still up are Black, then Blue, then Green.

Electricity damage: 3d6 ⇒ (4, 3, 1) = 8 DC 18 for half

Lantern Lodge

Silent tide map

Numair drops the black and blue creatures with his force missiles.
Zora, now used to the stench, however can't manage to drive her blade through the thick fur of the last remaining beastman. However at the last moment Jo distracts it and he blade finds an opening.

Maiden, finding her target gone, heads across to the last one but doesn't manage to land a blow on it.

The flaming sphere rolls towards it, singing its fur, and then the final creature is downed by a bolt of lightning.

All is now calm. And the mists clear again, though who knows how long for. The cairn stands before you.

No ki point spent though.
reflex FS: 1d20 ⇒ 13
reflex Lightning: 1d20 ⇒ 14

Status: Everyone is fatigued.
*Vetis - call lightning active, 3 used.
Maiden(Charis)
*Lady Teldra - 34 damage; sickened
*Zora
*Numair (FS 3 round used)
Jo - 10 damage , shield of faith,

@all Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair breathes a sigh of relief.

"Come on; let's get what we came for..."

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Even means I found the arrow: 1d2 ⇒ 2

The Maiden finds her missed arrow intact and buried in a snow drift. "Yes, let us continue. Once we have recovered from our wounds."

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis catches his breaths as the plateau, briefly full of the the roars and clangs of combat, becomes eerily quiet once more.

Yes. These creatures seem closed to discussion.

He turns to Telda, who bears the worst wounds. Are you all right? Do you need assistance with your wounds?

V has a CLW wand if needed

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair pauses, and nods to the Maiden.

"That... is a very good point. My apologies."

He then pauses, waiting for the rest of the party to heal up.

Sovereign Court

Jo traces her wounds with a wand, healing them up almost completely. "Gorum has given us victory, let us give him thanks." But it was Calistria who made those fools attack me in futility!

She then draws a small gem that lights up with a word, and watches the glow pass to her own hand before fading away.

Actions:
Activate pearl of power to refresh shield of faith

Rolls:
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora starts to make her way up the cairn, as stealthy as possible.

Stealth, fatigued: 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

I will use my wand of cure moderate on myself.
wand of cure moderate: 2d8 + 6 ⇒ (7, 4) + 6 = 17
"Does anyone else require healing?
wand of cure moderate: 2d8 + 6 ⇒ (7, 3) + 6 = 16

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis follows Zora, nervous about letting the halfling head out too far into the mist on her own. The Kellid starts to call out to her, but seeing the small ally's creeping he tries to emulate her.

Stealth: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Perception to look around for more creatures: 1d20 + 14 ⇒ (10) + 14 = 24

Lantern Lodge

Silent tide map

Vetis notes a small amulet at the throat of one of the beastmen, but no sign of other creatures around for the moment. Just the cairn and the eggs.

One of the pillars lies knocked over in the snow around the cairn. Runes are inscribed down the side.

Sovereign Court

Jo looks at the amulet closely before touching it.

Actions:
Cast detect magic, then activate wand of identify if it is magical.

Rolls:
Use Magic Device: 1d20 + 12 ⇒ (3) + 12 = 15
Use Magic Device: 1d20 + 12 ⇒ (6) + 12 = 18
Use Magic Device: 1d20 + 12 ⇒ (9) + 12 = 21
Spellcraft: 1d20 + 15 ⇒ (2) + 15 = 17

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Stealth, Fatigued: 1d20 + 11 ⇒ (5) + 11 = 16
Like the viper crawling through the grass, The Maiden follows Zora and Vetis. She is so good at this. I have much to learn!

Lantern Lodge

Silent tide map

The amulet is an amulet of health (+2 enhancment bonus to constitution)

As you approach the cairn carefully you note it is covered in a layer of snow.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

The Maiden looks around for danger.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Assuming she finds none, she turns to her friends. "If you have more flame that will be useful right about now."

Survival: 1d20 + 3 ⇒ (11) + 3 = 14
Right? That won't cause an avalanche or destroy their cliffside?

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"I have much more flame as I am mistress of the flame!"
Lady Teldra casts firebolt at the cairn
firebolt: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15 damage: 1d6 + 4 ⇒ (4) + 4 = 8

Lantern Lodge

Silent tide map

The thin layer of snow on the top melts, revealing a thick layer of blue ice below it. Looking through the ice you can see a stone fitted to the mountaintop. The stone is engraved with a spiraling ring of primal looking pictographs.

Nearby the eggs quiver from the heat of the firebolt.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora quickly starts taking notes, trying to draw what she is seeing.

Sovereign Court

Jo lifts the amulet, "This will help one survive her wounds better. Perhaps Zora should wear it?"

Jo walks over to the eggs, "Does anybody know if these eggs might be valuable? Perhaps the animals can be trained if captured young enough?" She then looks at the spiral, trying to discern its significance.

Rolls:
Appraise: 1d20 + 1 ⇒ (8) + 1 = 9
Knowledge (religion): 1d20 + 7 ⇒ (13) + 7 = 20

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Zora thinks about what she might know about these eggs.

Knowledge, nature: 1d20 + 5 ⇒ (12) + 5 = 17

Lantern Lodge

Silent tide map

Know(arcana) required to understand these eggs.

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"Let me see if I can understand these carvings"
perception unusual stonework: 1d20 + 15 ⇒ (2) + 15 = 17

Lantern Lodge

Silent tide map

The carvings are currently under three foot of ice...

Sovereign Court

Jo whispers a quick blessing, then studies the eggs carefully. "These look like something a wizard once described to me. Let me see if I can remember what he said . . . "

Actions:
Cast guidance

Rolls:
Knowledge (arcana): 1d20 + 7 ⇒ (18) + 7 = 25

Lantern Lodge

Silent tide map

Jo casts her mind back to the wizard and the tavern.

The wizard was describing a creature known as a Remorhaz. He started with his drink, saying "Imagine this is a big nasty lizard."

Drinking down he said "Lays eggs. Big eggs. Blueish in colour. " Just like these ones

Then he froze the table all around the drink. "This is where it lives. But how does it survive?"

Then he sets the glass and its contents on fire. "It's hot...Very hot. Heard of Bobo the barbarian? Hit it with his axe he did. Even cut it. A little. Magic axe it was too. Well, it was before he hit it. Magic or not it melted into slag at Bobo's feet. Which is pretty much what Bobo did when he didn't run away. Grobbled Bobo down in a single bite. Poor Bobo."

You recall the barkeeper being more worried about the burning table. Never met that wizard again now you think about it.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Approaching Jo by the icy cairn, Vetis squints.

Here. If you wish to see what is buried beneath the water...

The druid shifts and begins to glow with a baking heat, as the Kellid man appears to be consumed in flame.

Wild Shape into a fire elemental. Let's melt this ice and dig up some bones!

Lantern Lodge

Silent tide map

Vetis shivers in the cold as his form shifts to be that of a blazing elemental. Sitting on top of the ice it starts to slowly melt...

It takes a few minutes but sooner than you expect the ice melts away leaving Vetis standing next to the spiral pattern.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

The Druid speaks out, albeit with some of his words occasionally interrupted by crackling flame.

There. Now, some help to lift the stone for the bones?

Str check if needed: 1d20 ⇒ 10
Doibt it based on the location, but if the runes are in Hallit there's a chance I could read them. If not, don't thinks I've got those skills

Lantern Lodge

Silent tide map

As Vetis reaches down to lift the stone she feels suddenly unwell.... it would appear the cairn is warded against intrusion!

Fort save required, DC 16

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Oh joy.

Fort: 1d20 + 7 ⇒ (16) + 7 = 23

This feels...strange

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